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How to create a working Missile Silo Launchanim
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Sep 27, 2010 11:48 pm    Post subject:  How to create a working Missile Silo Launchanim Reply with quote  Mark this post and the followings unread

As you know are weapon firing anims, art.ini special anims and other things not working for a superweapon.
While DeeZire found a technique using some obsolete, but still working art.ini keys like AnimActive to create a silodoor anim, it still has some problems. The biggest is that the door closed again before the missile was fired and that it doesn't works for the damage frame, where it uses some messed up frames.

My technique is a bit different as it's using the weapon itself to start the dooranim. The key to this technique is the reaper splits logic.

The advantage is that
-it uses a normal animation and not the building shp itself (thus transparency and other things are working)
-it doesn't messes up the damage stage of the building
-each superweapon missile can have it's own anim

And so it goes.
1. Create a new weapon with this code
Code:
[MultiLauncherS1]
Damage=0
ROF=100
Range=999
ProjectileRange=0.02
Projectile=MissileLaunchProj
Speed=1
Warhead=MissileLaunchWH
Report=SAMSHOT1

[MissileLaunchProj]
Image=none
High=yes
VeryHigh=no
Shadow=no
Proximity=no
Cluster=1
Ranged=yes
Range=0
AA=no
AG=yes
ROT=100
Color=DarkGreen
Splits=yes
AirburstWeapon=MultiLauncher
IgnoresFirestorm=yes
RetargetAccuracy=100%
Acceleration=10

[MissileLaunchWH]
Spread=4
Verses=1%,1%,1%,1%,1%
InfDeath=5
AnimList=NAMISL_A
Sparky=no
ProneDamage=1%
Bright=no


Go to the MultiSpecial superweapon and change the MultiLauncher on the WeaponType key into MultiLauncherS1.

Don't forget to add the MissileLaunchWH warhead to the [Warheads] list.

2. Since now the MultiLauncher is a second stage of a splits logic weapon, you have to assign it to a dummy unit like the weedguy.
If the weedguy is using already Primary, Secondary and Elite, simply create another dummy infantry. Only make sure the dummy infantry has Image=E1 or it causes an IE when loading a savegame if it doesn't has an image.

In addition do all splits=yes cluster weapons cause 10 times the assigned damage. Thus to keep the damage of the Cluster Missile the same, you have to reduce the damage of the MultiLauncher from 130 to 13.

3. The NAMISL_A anim isn't looking good ingame anymore, because the game uses it as a normal explosion anim using anim.pal. Thus you have to do a color conversion on the NAMISL_A SHP into anim.pal.
You also have to adjust the position of the anim, because it isn't centered anymore (buildings and independent anims are different centered displayed). SHP Builders Resize Canvas works very good for this.

And so it works.
The fired weapon uses the Reaper splits logic.
The first stage is just an invisible dummy stage that starts the actual MultiMissile as the second stage.
This first dummy stage, isn't moving and only exists for a second.
However when the first stage splits into the second stage (the real missile), the warhead of the first stage is used and shows the Explosion anim.
But instead of an ordinary explosion we use here the silodoor anim instead.

However i don't want to deny, that this technique also has some disadvantages.
1. It uses the same anim for normal and damage stage (but compared to DeeZires technique the damage stage is shown correct)
2. The anim can't use remap colors as it's shown as an independant animation. Thus you should remove the remap parts from the anim and make these parts transparent, so the remap from the building is visible through these areas.
3. The timing is a bit problematic as the door starts to open at the same time the missile starts. So you either have to make the door open very fast, or create an additional dummy stage (using the Splits=yes logic) which delays a bit the start of the MultiLauncher.
4. The Powerup ICBM Crate gives an IE when picked up and tried to be fired. This is because of the Splits=yes logic. So either give this crate a chance of 0, or apply the silodoor anim only to ChemicalSpecial instead.

This technique is already successfully used in TI and DTA on their nukes.


Key Words: #Tutorials #Modding #TiberianSun #Firestorm #Rules.INI #Art.INI 

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Last edited by Lin Kuei Ominae on Tue Sep 28, 2010 1:46 pm; edited 1 time in total

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GameMaster0000
Missile Trooper


Joined: 23 Mar 2006
Location: Thailand

PostPosted: Tue Sep 28, 2010 1:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Finally this tutorial is released, I can figure this technique out since you hint us on that thread #Tongue, but that time I not success because it look a bit buggy.

Anyway, I won't use this any more because cluster and chem missile in my mod now is launch from NATMPL also chem missile is share super weapon with forgotten.

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